/Engine/Source/Runtime/Engine/Public/ParameterCollection.h
Update the contents of the uniform buffer, called from the game thread. bRecreateUniformBuffer must be false if any components have their rendering state created which might reference this! The calling code is responsible for issuing aFGlobalComponentRecreateRenderStateContextbefore modifying. Otherwise cached mesh draw commands will be left with a dangling pointer.
void GameThread_UpdateContents ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InId, const [TArray](API\Runtime\Core\Containers\TArray)< FVector4f > & Data, const [FName](API\Runtime\Core\UObject\FName) & InOwnerName, bool bRecreateUniformBuffer )